所以我的頂點着色器需要3個glm :: mat4對象來渲染正確的位置。我正在繪製每個模型,每個模型都是通過一個一致的矩陣來渲染,但是繪製調用的數量開始減慢我的幀速率。所以我改變它使用3矩陣4 VBO的。現在一切都在編譯,我可以看到我的一些對象,但是我的矩陣不會傳播到着色器。如果有人願意,我很樂意提供幫助。我的代碼如下,矩陣VBO沒有被頂點着色器拾取
常數
static enum BUFFERS {
VERTEX_BUFFER, TEXCOORD_BUFFER, NORMAL_BUFFER, INDEX_BUFFER,
MVP_MAT_VB, MODELVIEW_MAT_VB, NORMAL_MAT_VB
};
#define POSITION_LOCATION 0
#define TEX_COORD_LOCATION 1
#define NORMAL_LOCATION 2
#define MVP_LOCATION 3
#define MODEL_VIEW_LOCATION 7
#define NORMAL_MATRIX_LOCATION 11
創建實例維也納組織
MeshEntry::MeshEntry(aiMesh *mesh) {
vbo[VERTEX_BUFFER] = NULL;
vbo[TEXCOORD_BUFFER] = NULL;
vbo[NORMAL_BUFFER] = NULL;
vbo[INDEX_BUFFER] = NULL;
vbo[MODELVIEW_MAT_VB] = NULL;
vbo[MVP_MAT_VB] = NULL;
vbo[NORMAL_MAT_VB] = NULL;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
elementCount = mesh->mNumFaces * 3;
if (mesh->HasPositions()) {
float *vertices = new float[mesh->mNumVertices * 3];
for (int i = 0; i < mesh->mNumVertices; ++i) {
vertices[i * 3] = mesh->mVertices[i].x;
vertices[i * 3 + 1] = mesh->mVertices[i].y;
vertices[i * 3 + 2] = mesh->mVertices[i].z;
}
glGenBuffers(1, &vbo[VERTEX_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[VERTEX_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, 3 * mesh->mNumVertices * sizeof(GLfloat), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
delete vertices;
}
if (mesh->HasTextureCoords(0)) {
float *texCoords = new float[mesh->mNumVertices * 2];
for (int i = 0; i < mesh->mNumVertices; ++i) {
texCoords[i * 2] = mesh->mTextureCoords[0][i].x;
texCoords[i * 2 + 1] = mesh->mTextureCoords[0][i].y;
}
glGenBuffers(1, &vbo[TEXCOORD_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, 2 * mesh->mNumVertices * sizeof(GLfloat), texCoords, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(1);
delete texCoords;
}
if (mesh->HasNormals()) {
float *normals = new float[mesh->mNumVertices * 3];
for (int i = 0; i < mesh->mNumVertices; ++i) {
normals[i * 3] = mesh->mNormals[i].x;
normals[i * 3 + 1] = mesh->mNormals[i].y;
normals[i * 3 + 2] = mesh->mNormals[i].z;
}
glGenBuffers(1, &vbo[NORMAL_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, 3 * mesh->mNumVertices * sizeof(GLfloat), normals, GL_STATIC_DRAW);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(2);
delete normals;
}
if (mesh->HasFaces()) {
unsigned int *indices = new unsigned int[mesh->mNumFaces * 3];
for (int i = 0; i < mesh->mNumFaces; ++i) {
indices[i * 3] = mesh->mFaces[i].mIndices[0];
indices[i * 3 + 1] = mesh->mFaces[i].mIndices[1];
indices[i * 3 + 2] = mesh->mFaces[i].mIndices[2];
}
glGenBuffers(1, &vbo[INDEX_BUFFER]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[INDEX_BUFFER]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * mesh->mNumFaces * sizeof(GLuint), indices, GL_STATIC_DRAW);
delete indices;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glGenBuffers(1, &vbo[MVP_LOCATION]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[MVP_LOCATION]);
for (unsigned int i = 0; i < 4; i++) {
glEnableVertexAttribArray(MVP_LOCATION + i);
glVertexAttribPointer(MVP_LOCATION + i, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (const GLvoid*)(sizeof(GLfloat) * i * 4));
glVertexAttribDivisor(MVP_LOCATION + i, 1);
}
glGenBuffers(1, &vbo[MODELVIEW_MAT_VB]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[MODEL_VIEW_LOCATION]);
for (unsigned int i = 0; i < 4; i++) {
glEnableVertexAttribArray(MODEL_VIEW_LOCATION + i);
glVertexAttribPointer(MODEL_VIEW_LOCATION + i, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (const GLvoid*)(sizeof(GLfloat) * i * 4));
glVertexAttribDivisor(MODEL_VIEW_LOCATION + i, 1);
}
glGenBuffers(1, &vbo[NORMAL_MAT_VB]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_MATRIX_LOCATION]);
for (unsigned int i = 0; i < 4; i++) {
glEnableVertexAttribArray(NORMAL_MATRIX_LOCATION + i);
glVertexAttribPointer(NORMAL_MATRIX_LOCATION + i, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (const GLvoid*)(sizeof(GLfloat) * i * 4));
glVertexAttribDivisor(NORMAL_MATRIX_LOCATION + i, 1);
}
實例化渲染
void MeshEntry::renderInstanced(std::vector<glm::mat4> mvps,
std::vector<glm::mat4> modelViews, std::vector<glm::mat4> normalMats)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo[MVP_MAT_VB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * mvps.size(), &mvps[0]
[0], GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[MODELVIEW_MAT_VB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * mvps.size(),
&modelViews[0][0], GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_MAT_VB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * mvps.size(),
&normalMats[0][0], GL_DYNAMIC_DRAW);
glBindVertexArray(vao);
glDrawElementsInstanced(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT,
NULL, mvps.size());
// Make sure the VAO is not changed from the outside
glBindVertexArray(0);
}
的Vertex Shader
#version 430 core
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec2 VertexTex;
layout (location = 2) in vec3 VertexNormal;
layout (location = 3) in mat4 MVP;
layout (location = 7) in mat4 ModelViewMatrix;
layout (location = 11) in mat4 NormalMatrix;
out Data
{
vec3 Position;
vec3 Normal;
vec2 TexCoord;
} data;
void main()
{
data.Normal = normalize(NormalMatrix * vec4(VertexNormal, 0)).xyz;
data.Position = vec3(ModelViewMatrix * vec4(VertexPosition, 1));
data.TexCoord = VertexTex;
gl_Position = MVP * vec4(VertexPosition, 1);
gl_Position = vec4(VertexPosition, 1);
}
在我開始在VBO中粘貼矩陣之前,這個代碼再次正常工作,所以輸入保證沒問題。 我剛剛在上週開始討論opengl,所以原諒我發佈所有我認爲可能相關的代碼,老實說,我不確定會出現什麼問題。
在此先感謝您的幫助。
你有原代碼的已保存版本是工作?對它進行逐行比較將是一件好事。 – Xirema
我已經更新了這個問題,因爲我有新的信息,對象正在繪製,但他們的MVP矩陣沒有被相機移動更新。我的新代碼和舊代碼之間的唯一區別是我使用glUniformMatrix4fv()傳遞矩陣1,並調用函數DrawElements而不是DrawElementsInstanced。 – gdxn96